Totem Shaman: WoW's Enhancement Shaman


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Grand Lodge

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Totem Shaman

The idea behind this class is to embody the WoW enhancement shaman in a pathfinder game. I realize some abilities are missing but I hope that I captured the spirit of the class while giving it flexibility for different types of characters and concepts.

Grand Lodge

Well the lack of response is a bit disappointing.


I like it, but, maybe I need to reread it more thoroughly but where, exactly, are the totems? I saw a lot about being enchanced by an element, like I said maybe I just misread (was kind of in a hurry)

By the way, I know that feel, about not getting feedback for something you post up.


Nevermind, reread and found them.

Now convert me a Tauren and we'll be set.

Grand Lodge

Thanks for the feedback! Yea for a tauren I would probably just use a minotaur and add thunderstomp as a 1/day SLA.

Grand Lodge

Do you guys think I should add something to increase the 'to hit' for the class. Otherwise it may end up like the monk.

But if so how much and where would you put it?

The more I think about 'elemental weapons', the less I like it. How can I improve that ability?

Grand Lodge

Ive mocked up a couple of changes.
1. At level 6 the shaman gains +1 to hit for every totem he has active, resulting in +4 to hit at 16 when he has his totems up and running.
2. I realized that I didn't have anything for Reincarnation (self) so I got rid of it at 13 and added Nature's Wrath which adds the shaman's elemental affinity modifier to weapon damage when his totems are active.

I'm still at a loss though for elemental weapons. Maybe the fact that it benefits both weapons makes up for its relative weakness (compared with bane)

Grand Lodge

I updated some class specific feats and cleaned up some areas.


... Oh LD... Where have you been all my gaming life???

So, this class is delightful. I have a couple questions:

Totems: If I choose Water at 4th level. When I place the totem does it grant me fast healing, give me swim/water breathing & immune to fatigue? OR when I SET the totem I select one of those? OR When I GAIN the totem I select one of those abilities and only know THAT water totem?

Air totem: This seems different from the other totems... If I select AIR as my totem do I need to spend the full round action to gain the benefits? That seems contrary to the nature of Feather Fall? How does the Air totem differ from the others?

Slight comment: When I saw shaman and it had NO spells I was like: "Really? That is kinda their thing... like... mid casters at worst right?" But I actually like the totems and special additions that you have going. I am hoping to play this soon so I will let you know how some play testing goes :)

Grand Lodge

Thanks for play testing this guy! Let me know how it goes. One of these days I'll write down my own playtests with my earth and water shamans. I will say that a well built watershaman is almost impossible to kill. :-)

To answer your questions:
Each totem has different aspects that manifest when you set the totem. What this means is that at 4th level, when you choose to learn your water totem you only know the water totem but each time you set it summon/manifest/set-it-down you can choose one aspect to manifest, like fast healing or immune to fatigue. At level 20 they can manifest 2 abilities from every totem.

Air totem is different from the others because it is the only non-stationary totem. I had not considered that feather fall problem. I will think on how I could adjust that but for now just play it as is. I am considering allowing the air totem to be manifested as an immediate action when manifesting the feather fall aspect but changing from feather fall would require a full round action... Something like that. Like I said, it needs more thought.

Grand Lodge

I know a lot of people have expressed concern about spells but this was designed to be played much more like an enhancement shaman (pre-BC). I think the class has plenty of versatility without stepping on any toes.

As to the feather fall problem. What do you guys think about making constant feather fall a passive perk of the totem that exists regardless of whether the totem is summoned. Then changing levitate at will (when the totem is summoned) to occur right away (instead of at 8th level) and flight moved down to 10th level?


AWESOME!!! Yeah, I am with some friends looking at it right now :) We are REALLY excited.

Have you thought of any archetypes? My favorite thing about the class (and its WoW counterpart) is the totems so having more options for that. Especially the ability where the fire totem became the turret that shoots firebolts (or scorching rays)

Grand Lodge

Yea I could see an archetype that was focused on one at the cost of the others (4 or 5 options for your affinity totem but only 1 or 2 options for your others), also an archetype that focued on Elemental Ally granting a pet like the Stonelord Paladin but that would probably be at the cost of shocks and stormstrike I think.

Fire turrets, difficult terrain, wind walls, and channel energy (healing wave) totems could be cool. But I think an easy way to address them is to add a couple of advanced totem feats to add options to your affinity totems.

Any other WOW classes/specs that you think could be ported over? Yes deathknight would be amazing but I can't wrap my brain around it.

Grand Lodge

UPDATED: the air totem and the first air affinity power


I would LOVE to see those feats (because I would OBVIOUSLY take those feats lol)

RAW now would allow a shaman with an air totem to enable his entire party the ability to fly for several minutes a day (ability to use Fly and Levitate @ will). Is that you intention? Similar abilities (witch Fly hex, oracle mysteries/alchemist discoveries) only grant Fly to the PC proper (witches can't use Fly hex for others, Oracles can't grow wings on other creatures/characters). With totems I understand that there is something different going on here and the explanation could be that the affinity with wind allows the Totem Shaman the ability to give others fly... I just wonder about balance.

I also wonder if (thematically speaking) it makes more sense to have the Air totem function like the other 3 elements? Air totem shamans have little to fear in comparison to the other totems since there is little way to inhibit their utilization of abilities. It also might help to explain the control over the winds if the totem functions as a physical marker of power (I place the totem here, and with its influence the winds around this area heed my call- vs- I am the totem, and all wind bows before my might).

When the playtest gets going I will see how it plays out mechanically. Having a 40 ft radius of fly (for all) is pretty cool AND comes with enough complications that I could see a GM say: sure, use it... how will you scale the 100ft mounting? (and overcoming that with the restriction is a glorious totem shaman feat) I might be over thinking it.


Hmmm... as for other WoW classes... man, I think they are mostly covered. I think an archetype could be applied to the Summoner in order to modify it as a WoW Warlock (something along the lines of eliminating the SLA of Summon Monster and re-tooling it to allow usurped control of encountered outsiders... kinda like a evil flavored Wild Empathy check?)

The new Hunter class in the hybrid system is close to the Hunter in WoW (could even trade the spell casting for the ranger traps to get a better approximation).

For the WoW warrior I would think that some method of modifying the Barbarian's Rage feature (instead of a set amount of rounds you have it you have to BUILD up your rage and Rage Powers consume accumulated rage that is generated) would give you a better approximation, but Fighters and Barbarians have a decent grasp on that (imo)

The Death Knight... Yikes... I don't have a clear grasp on that either... The runescribed blade... I feel like there HAS to be something similar out there (Artificer comes to mind but is OBVIOUSLY not right). With the specialized weapon focus (which I think is something that is VASTLY under-represented in PF/DnD- EVERYONE chunks their sword the second something better comes along!) the Paladin/Anti Paladin bond with weapon is a clear front runner... Maybe... somehow find a way to mix that with magus abilities? (that doesn't seem quite right does it???)

And all of my ideas are just warpings of things that are ALREADY classes/creations. In truth the Totem Shaman (Shaman in WoW) was always the class I liked the most (until they stripped a lot of the totem stuff down... then I was confused as to how to play it and feel like the new incarnation is trying to be an earthy mage... not as appealing) and with a weekly PF game I hope to try out some groovy new Totem Shaman stuff.

My friends were VERY interested (even the one that never played WoW). In a lot of ways you have the power/versatility of the Paladin without the LG restriction which EVERYONE hates. Something about Paladins always seems to scream: Lawful Douche... which is a shame... there is a lot to love there... but someone else is gonna have to love it. I was the Totem Shaman- nature's warden and elemental badass!

Grand Lodge

I am liking what you are saying and I am going to tinker with the air totem.

here are a few feats that I have come up with. I just need to clean up the language.

Extended Elemental Weapons
Prerequisites: Elemental Weapons class feature.
Benefit: Add your Elemental Affinity bonus to the number of rounds per day that you can use your Elemental Weapons ability.

Improved Fire Totem
Prerequisite(s): Base attack bonus +6, Fire Totem
Benefit: Your Fire Totem gains a new ability. The totem can shoot a beam of fire which functions as scorching ray except that the totem can only shoot one ray per round. The totem dissipates after it has shot a number of rays equal to your totem shaman level.

Fire Totem Mastery
Prerequisite(s): Base attack bonus +10, Fire Totem, Improved Fire Totem
Benefit: Your Fire Totem gains a new ability. The totem can explode as fireball with a caster level equal to his totem shaman level. The totem has no effect until detonation and the totem shaman may decide when the totem explodes after which the totem dissipates.

I like what you said about keeping the air totem location bound like the others.

Some proposed changes for the wind totem:
1. A shaman can utilize Levitate at will. At level 8th level he can use air walk at will.

2. A shaman may take a 10ft step whenever he makes a 5ft step, at level 10 a shaman gains the pounce ability.

3. Powerful winds fill the area. The wind speed within the totem's area increases to Strong Winds. At 8th level, and every 4 levels thereafter, you can increase wind strength by one level.

Edit: Wind Totem Changes have been updated as has some language for the totems themselves (size & placement).

Grand Lodge

What's in the box? wrote:


My friends were VERY interested (even the one that never played WoW). In a lot of ways you have the power/versatility of the Paladin without the LG restriction which EVERYONE hates. Something about...

I'm glad you like that aspect of the totem shaman. I will admit that they are slightly MAD if you attempt to spread out your focus (Air and Earth shamans being an exception here). I really love the versatility of the class and the complications of deciding which totems to take an when. I will admit that I tossed and turned all night when I created my PT shamans to decide if I had made the right choice. The fact is that there is no BAD choice. All of the totems in my opinion offer a unique and powerful tool for the shaman. Even weapon choice is a tough decision because of the way shocks reset and stormstrike. The falcata reigns supreme here.

I hope to make an encounter for my current group when they get a little bit higher level that puts them up against all 4 types of shamans at the same time.... the poor unfortunate souls. :-)

Grand Lodge

Proposed Totem Shaman Archetypes

Earth Warden: Not sure about this one.

Uses Two handed weapons and heavy armor.
Combat reflexes & Increased Reach (+5ft at 6 and again at 12) (replaces two weapon combat)
Earthstrike (functions like thunderstomp but effects all enemys within the shaman's threatened area) (replaces stormstrike)
Shaft Defense (TWD bonus with THW)
I need something to replace improved and perfect balance

Burner: I really like this one
Area Burn: As Channel Energy progression as a cleric except deals fire damage. (replaces Gift of Nature, TWD 1-3, Improved Balance, and Perfect Balance)

Tempest: I like this "ok"
Air Accuracy: Swashbuckler’s Finesse (replaces TWD 1-3)
Windstream: +10 ft enhancement bonus to movement (all forms), increases by +10 every 5 levels after 5. (Replaces Ghostwolf)
Evasion, Improved Evasion (replaces Uncanny Dodge/Improved Uncanny Dodge)

Restoration: bleh, more healing, but if its your thing...
Channel Energy (Positive) as a cleric @ lvl 1 +1d6 every 3 levels thereafter. (loses Two Weapon Combat, Improved Balance, and Perfect Balance)


Question: How do totems work when it comes to saves? AoE attacks? Sunder attempts?

Suggestion- That totems be immune to their dmg type (fire totem immune fire, earth immune acid, etc.) and maybe at a certain level allow them to confer their immunity to other totems (like fire totem immune to fire and acid if place next to an earth totem?) idk...

It seems like it would be easier to take out a Totem Shaman if you can remove said Totem, but there are certain questions that could arise (STR DC to just destroy them outright?)

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Something I JUST thought of that I have NO idea how it would work (maybe an archetype) but what if the totems could act as foci for spellcasters? There isn't a WoW precedent for this BUT I just have the image of a Totem Shaman placing a fire totem and then the party Wizard using it to maximize his Fireball Spell (like spells of like type cast using the additional material component apply a metamagic feat)- I am just being fanciful.


London Duke wrote:


Burner: I really like this one
Area Burn: As Channel Energy progression as a cleric except deals fire damage. (replaces Gift of Nature, TWD 1-3, Improved Balance, and Perfect Balance)

I think that may be too much stuff lost for what is gained? You think?


Nature's Rhythm: For each totem a TS gets a bonus to attack rolls (it says "to hit")? Is that while within the Totem's area of effect?

Elemental Weapon: The elemental touch spell modifies the attack as a touch attack. This ability would still require a regular melee attack roll to hit correct?

Grand Lodge

Totems are targetable and an AoE could probably take them out. I would make them count as an object for determining the effectiveness of spells. Taking out a totem shaman's totems is actually one of the strongest defenses against them. It works the same in WoW PvP... Or at least it did in the old days. The thing is that they can just summon them back provided they have enough minutes left. It would really just slow them down and hurt their action economy having to summon them back.

The burner could probably just grab channel fire in place of gift of nature. It would likely banace out OK.

With nature's rythym, it is in fact a bonus to attack and should only function while within the area.

Elemental Weapon is a tricky one for me. It should not modify the attacks to becoming touch attacks because I really just wanted the effects... However touch attacks would definitely help their accuracy a few rounds per day.


Does Improved shock reduce the cooldown time of regular Shocks also? Or JUST the Improved Shocks?

This is unlikely to be playtested by my group but the Elemental Power (summons an elemental swarm) is this in lieu of Totems? Or just an additional ability not directly related to totem-ness?


Proposed Feat:

Additional Affinity Shield
Requires: associated elemental totem

Benefit: 1/day you can use the Affinity Shield of an elemental that is not selected as the Totem Shaman Elemental Affinity.

Special: This feat can be taken a total of 3 times, each time it is selected it grants an additional Affinity Shield and an additional time per day that those shields can be used (A Fire totem shaman with Additional Earth and Water Shield feats could use those associated shields in any combination up to 2 times in a day).

(my wording sucks... what do you think?)
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On a side note, Sorry I am posting so much. This is potentially replacing the witch as my favorite class (I don't think it will, but it WILL be a close 2nd and likely something I will play when I need to be a tank!)


London Duke wrote:


Elemental Weapon is a tricky one for me. It should not modify the attacks to becoming touch attacks because I really just wanted the effects... However touch attacks would definitely help their accuracy a few rounds per day.

Maybe a way of modifying this would be to allow the attacks to resolve as touch attacks for a # of rounds/day equal to their affinity modifier?

Grand Lodge

What's in the box? wrote:


Maybe a way of modifying this would be to allow the attacks to resolve as touch attacks for a # of rounds/day equal to their affinity modifier?

What I think i need to figure out is different wording to confer that Elemental Weapons only confers the 1d6 of elemental damage and the rider effect. Hitting was never actually a problem for my shamans. Especially with Nature's Rhythm.

What's in the box? wrote:
Does Improved shock reduce the cooldown time of regular Shocks also? Or JUST the Improved Shocks?

Improved Shocks improves upon and supercedes regular shocks. There are not two pools of shocks.

What's in the box? wrote:


This is unlikely to be playtested by my group but the Elemental Power (summons an elemental swarm) is this in lieu of Totems? Or just an additional ability not directly related to totem-ness?

Elemental Power is just a once per day Beastmode of Totem Shaman-Awesomeness.

What's in the box? wrote:

Proposed Feat:

Additional Affinity Shield
Requires: associated elemental totem

Benefit: 1/day you can use the Affinity Shield of an elemental that is not selected as the Totem Shaman Elemental Affinity.

Special: This feat can be taken a total of 3 times, each time it is selected it grants an additional Affinity Shield and an additional time per day that those shields can be used (A Fire totem shaman with Additional Earth and Water Shield feats could use those associated shields in any combination up to 2 times in a day).

(my wording sucks... what do you think?)

Its a interesting idea but I think leaving the affinity shields unique is pretty cool and effects the balance. If I were to add a feat to add affinity shields it would have a pre-req of the associated totem and would only be usable while the totem was manifested. Using the shield would use double the normal Affinity Shield expenditure (2min per min of use) pulling from the normal pool.

What's in the box? wrote:


On a side note, Sorry I am posting so much. This is potentially replacing the witch as my favorite class (I don't think it will, but it WILL be a close 2nd and likely something I will play when I need to be a tank!)

WitB, Thank you from the bottom of my heart for posting so much. I love that we are working out issues that I never encountered do to the wording being perfectly clear in my head.

Out of curiosity, what type of shaman are you thinking of making for your home group?

Grand Lodge

What do you think of granting proficiency with the Meteor Hammer to Earth Shamans? It seems like it would be an ideal weapon for those guys and they have the weakest proficencies of all the offensive shamans (water is the worst but I see it as primarily healing with a cestus and heavy shield)


I wanted to make a "spirit of the forest" kind of character. Which sorta kicks out fire. Earth seems more mountain and cave than trees and soil. So something between Wind and Water (leaning more towards Wind- I prefer Dex based fighters).

I haven't finalized all of the character gen stuff, so I have some wiggle room.

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I like adding the prof of the Meteor Hammer to Earth Shamans. Is that a two handed weapon?

I think Water shamans fair pretty well (Shields+2-weapon defense= SWEET AC!)

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Effects of Elemental Touch can be channeled through a melee attack... That's what I thought you meant. I agree, full BABs never have much trouble hitting stuff.

HAHA, I had some free time at work. And re-read the class (with the new revisions) it is SO cool. I really enjoy it. I tried to write some notes for the development of a Death Knight class... the ambient abilities were fairly easy to tackle... But that Rune/Runic Power... I got NOTHING for that... Unless... You know it kinda sounds like it could be a type of Grit/Panache... Ugh! Except there is only 6... blek!

That one is hard.

Grand Lodge

Meteor hammers are pretty flipping cool but the crit range/multiplier sucks.

Meteor hammer:

This weapon consists of one or two spherical weights attached by a 10-foot chain. You whirl the weights and wrap them around an opponent’s body.

Benefit: If you succeed at a trip attempt with a meteor hammer, you can drag your opponent 5 feet closer to you rather than knocking her prone.

You may use this weapon in two different ways:

Meteor: In meteor mode you use it as a double weapon.
Fortress: In fortress mode you cannot use it as a double weapon but gain reach and a +1 shield bonus to AC.

Switching between these two modes is a free action decided at the start of your turn.

Interesting choice going with Air. What level are you starting out with? I don't have any PT exp with air so I'll be very interested in what your opinions are. Do you think you will go with the base Air Totem Shaman or would you archetype Tempest? If you want we can clean up those archetypes next.


I haven't gotten specs for the level gen (definitely above 4 lol), and I think I will be going with the Totem Shaman + Air rather than Tempest (as cool as tempest is, I would rather play the class as designed before diving into an archetype).

With the holidays coming up it will be a while before I am able to playtest the character :( but it does give me more time to create and add feats and such :)

Grand Lodge

Cool, I will work on some more feats for you. I am looking at an improved (x) totem and mastery totem for all totems. I am also going to try to mock up feats for the elemental races.


Groovy :) I am excited to see what options will be available :)

Grand Lodge

Without worrying about wording here are the proposed totem feats:

Improved Earth Totem: Pre Reqs: Earth Totem

You can ignore the effects of difficult terrain. This is an additional totem aspect.

Earth Totem Mastery: Earth Totem, Improved Earth Totem, BAB +10

You can use your earth totem to effect all enemies within the area as Dimension Anchor. This is an additional totem aspect with a DC equal to 10+ 1/2 Totem Shaman Level + your Affinity Modifier.

Improved Air Totem: Pre Reqs: Air Totem
The DC to cast spells defensively increases by +4 for all enemies that are within your totem's area. This is an additional totem aspect.

Air Totem Mastery: Air Totem, Improved Air Totem, BAB +10

Benefit: Your air totem moves with you rather than remaining stationary. The totem is always adjacent to you when summoned.

Improved Water Totem: Pre Reqs: Water Totem

Your water totem area is under the effect of Deathwatch. This is an additional totem aspect.

Water Totem Mastery: Water Totem, Improved Water Totem, BAB +10
Your water totem can channel positive energy as a cleric of equal level. Your totem can channel positive energy a number of times equal to 1/2 your Affinity Modifier before the totem dissipates. This is an additional totem aspect.

Improved Fire Totem: Pre Reqs: Fire Totem
Benefit: Your Fire Totem gains a new ability. The totem can shoot a beam of fire which functions as scorching ray except that the totem can only shoot one ray per round. The totem dissipates after it has shot a number of rays equal to your totem shaman level.

Fire Totem Mastery: Fire Totem, Improved Fire Totem, BAB +10
Benefit: Your Fire Totem gains a new ability. The totem can explode as fireball with a caster level equal to his totem shaman level. The totem has no effect until detonation and the totem shaman may decide when the totem explodes after which the totem dissipates.

Flexible Totems: BAB +6, Totem class feature
Benifit: You can change all of your totems as a standard action.
Normal: It is a Full-Round Action to change your totems


Improved Earth totem may require the qualifier that it only works on natural difficult terrain and effects of magical difficult terrain still function. Right?

LOVE the Air Totem Mastery feat... THAT is the kind of Air totem feat that would be a game changer!

Water Totem Master- as written, would mean that you could channel positive energy 1/2 your modifier everytime you summon the totem? I might limit that to a number of times per day. Because it is a better cleric than a cleric.

Improved Fire Totem- dmg output is always a little less impressive than healing output. Not sure if this should be limited like Water totem Master... I do like the fire turret effect though lol.

Flexible Totems: I guess I originally ready the totem abilities differently. At level 4 it was a full-round action to set a totem and then it is faster to set totems for every new totem you learn. I thought changing the totems would also scale in ease because if I can place the totem down in 2 seconds why would I change it to something else (taking 6 seconds) instead of just placing a totem (2 seconds)?

This also brings up the question and it may already be answered. There is a limit to the number of same type totems you can put out right? I couldn't place a Fire Totem: Expanded Criticals AND a Fire Totem Scorching Ray right? What if I took multiple actions?

That Water Totem thing (CPE) seems AWESOME though!

Grand Lodge

What's in the box? wrote:
Improved Earth totem may require the qualifier that it only works on natural difficult terrain and effects of magical difficult terrain still function. Right?

That is probably true but since you are also expending resources it may balance out. I was originally thinking of a totem that treated the area as if under the effects of entangle. However what would you think of an earth totem that could act like the fireball totem and create a pit when consumed?

What's in the box? wrote:
Water Totem Master- as written, would mean that you could channel positive energy 1/2 your modifier everytime you summon the totem? I might limit that to a number of times per day. Because it is a better cleric than a cleric.

That's true but none of the other abilities have that kind of limit. We could just make it consume the totem which would limit it to class level times per day. That is probably nmore balanced and would bring it inline with a channeling cleric.

What's in the box? wrote:
Improved Fire Totem- dmg output is always a little less impressive than healing output. Not sure if this should be limited like Water totem Master... I do like the fire turret effect though lol.

I'm not sure I am following what you are commenting about the Improved fire totem. How do you feel about fire totem mastery?

What's in the box? wrote:
Flexible Totems: I guess I originally ready the totem abilities differently. At level 4 it was a full-round action to set a totem and then it is faster to set totems for every new totem you learn. I thought changing the totems would also scale in ease because if I can place the totem down in 2 seconds why would I change it to something else (taking 6 seconds) instead of just placing a totem (2 seconds)?

Good call that one. Consider the feat scratched.

What's in the box? wrote:
This also brings up the question and it may already be answered. There is a limit to the number of same type totems you can put out right? I couldn't place a Fire Totem: Expanded Criticals AND a Fire Totem Scorching Ray right? What if I took multiple actions?

You can only have 1 totem aspect up at a time until 20th level at which point you can have 2. If you had the crit expansion aspect then decided to have the sorching ray aspect, the crit expansion would go away and yeild to scorching ray. Maximum 4 (1 of each element) at a time.

What's in the box? wrote:
That Water Totem thing (CPE) seems AWESOME though!

(CPE)? The deathwatch ability?

Grand Lodge

One of the things I really wanted with the Water shaman, is for him to be an effective battle healer. I hate how ineffective normal in combat healing is and how dreadfully boring it is to be a groups dedicated healer. With the water shaman i feel that they can effectively tank, deal tolerable damage and heal in new and exciting ways... Like Stormstrike heals.

Grand Lodge

I just figured our CPE... Channel positive energy... Duh.


Lol, a clever Duke. You got it.

With the Scroching Ray fire totem ability. I was thinking that maybe it should be limited MORE than just 1 ray/round to a # of rays per day. But then I realized that: things that do damage are a PLENTY, pretty much every character has actions that put out damage and that is a good thing. you NEED a lot of damage output. Healing abilities tend to be limited in order to create a punishment limit (the point at which players are like: Ok... we HAVE to stop attacking EVERYTHING!). So the more I think/thought about the scorching ray the less inclined I was to pull it back. It is fire dmg (which is the most commonly resisted out there + HUGE % of immunities) it is capped at 4d6 to one target. It makes a GREAT addition, but I don't think it threatens balance. So... I was trying to espouse ALL of those thoughts in a VERY coded sentence. Lol, I do like it though. Lol, I just imagine coming across some feral kobolds with your fire turret out and laughing as they run around with flaming breeches.

So... You can only have 1 fire (or earth/water/wind) totem, manifesting 1 fire totem aspect (or earth/wate...etc.) (assuming it is before lvl 20). I will have to re-read. It seems clear that that was the INTENT of the writing, but those RAW may have someone playing out and saying: "I spend a full round action summoning my fire totem with expanded critical, and my NEXT turn summoning another fire totem with resistance reduction! MUAHAHAHAHA!!! I am the party buffer lulz!!!"

AND I SHALL HAVE NONE OF THAT! The TS is a beast of battle, land infused glory and paladinic healing smites! I will not have it bastardized to be some full BAB bard!

Grand Lodge

Hahaha, thanks for the clarification. I agree about needing to look at the RAW and I will think of how I can clarify the RAI. Perhaps its as simple as, "A totem shaman may only have one totem of each element known summoned at a time".

I still think that a totem shaman can be an epic level party buffer with Share Totems feat...but that definitely taxes their limited resources.

And yes, the TS is a beast of battle... That is clear.

I've got some questions for you.

What do you think is the strongest shaman type? What is the weakest? What do you think would be the most fun? Is there a element you would not consider keying to? What totem would you want at 8th level at the latest?

PS: A fire shaman hitting someone with his fire shock (reducing resistance) with the scorching ray totem (renamed Flame Turret aspect) would be catching people on fire left and right. :-)


Idk how limited the resources are. It's 1 minute/level and I have never been in a combat that lasted 10 rounds. So by the time you GET totems you get them for 4 minutes a day. I guess if you are considering that they are broken down pretty regularly then that might tax your resources... lol, Oh man! That could be frustrating: spend a full round action to place a totem that instantly gets fried before you have benefitted from it :(

I am not sure what I would see as the strongest. I think they each have their strengths. Seems like a Fire/Water shaman would deal a lot of punishment and mitigate/restore a lot of damage, but thematically I think it would be hard to reconcile the opposing elements.

Earth has potential for a good build with all the free trips that could happen. Also when you're casting is modified by CON... good stuff. I think tempering that with Fire could deal a lot of punishment.

Me specifically I see getting less out of Air, but only because the shock ability targets casters and my GM doesn't pit us against spellcasters... like... at all. But I usually try to construct a character that is good enough to take down the entire party if I need to (and I have once before. Witch/Summoner- I obliterated them... good tiems) so I could see turning the Air Shock on another PC, lol.

I think the style of play is going to be very important on any of these totem choices. For my Air TS, I think Fire will be the last totem I would choose strictly for it being the most counter to the theme of "Spirit of the Forest." I will likely choose: Air, Water, Earth, Fire (assuming we make it that far). Water is taken 2nd to get those lovely healing abilities as well as to metaphorically symbolize the fluid nature of the character (who is more stealth and "whisper on the wind" than the solid mountain unmovable). Fire will be taken as his final acceptance of the consuming force of nature- nothing is immune and in accepting this most destructive totem he accepts his own mortality (again... assuming he gets that far).

Grand Lodge

Well, as an air shaman your shock is very versitile making any target fatigued even on a successful save, its not only a caster killer. That can mean life or death vs a barbarian. But I love the flavor you are going for. I also see fire as the one for which I could wait the longest. But I think having a 18-20x2 crit range on a water shock would be epic.

Speaking of criting. I am thinking of adding a line in the shock description that allows it to be effected by feats such as Improved Critical:Shocks, Weapon Focus: Shocks... What do you think?

Grand Lodge

Also there are a few things keeping your totems alive, they are considered objects in regards to spells so for most damaging spells that means they take 1/2 damage, their AC is equal to yours, and they have 1/2 your HP which with a d10 is significant. But yes having someone ready an action to attack your totems is frustrating but like regular summons, that is a round they aren't attacking you and the party.

Grand Lodge

You know a group of these (1 of each element) could be a lot of fun going through the Iron Gods. Thematically atleast
Maybe toss in a druid for safe measure.


London Duke wrote:

Well, as an air shaman your shock is very versitile making any target fatigued even on a successful save, its not only a caster killer. That can mean life or death vs a barbarian. But I love the flavor you are going for. I also see fire as the one for which I could wait the longest. But I think having a 18-20x2 crit range on a water shock would be epic.

Speaking of criting. I am thinking of adding a line in the shock description that allows it to be effected by feats such as Improved Critical:Shocks, Weapon Focus: Shocks... What do you think?

Technically, it already can be. Those abilities that are innate and function like a weapon can be effected by feats that modify a weapon. So you could have: "Ability Focus Shock" and get a +1 to attack rolls with your shocks... and of course all the other feats that are available for that: Point Blank Shock lol.

I was going to ask about that but then realized it was already answered and was like: Oh... that settles that then.

The fatigue thing is nice, and yeah- good vs barbarians, but lots of things are immune to fatigue so it is one of those abilities that is useful at lower levels and then loses vitality as you become more powerful (which is fine. I think it is well balanced, lots of things become less optimal as you become more powerful- Circle of Death comes to mind... useless spell... seriously...)


London Duke wrote:

You know a group of these (1 of each element) could be a lot of fun going through the Iron Gods. Thematically atleast

Maybe toss in a druid for safe measure.

I was thinking of constructing a smaller campaign (maybe 3-5 sessions) with pre-constructed characters that would be classes my players had never used before. I thought about "theme-ing" them: TS + druid would be one duo- probably sisters and then use a lot of slight Practical Magic references because: "I am feeling very into sisters right now."

Just to mix things up... I am currently running a Kingmaker campaign... longest we have ever run (I think we have been playing it for 8 months! crazy!) and it is engaging and new things are happening and I have pulled a few stunts to introduce new elements and rattle the players up, but... I am running out of tricks and am not that great of a GM to begin with lol.

I want to PLAY the TS though... so, that is frustrating. I need a GM! lol.


London Duke wrote:
Also there are a few things keeping your totems alive, they are considered objects in regards to spells so for most damaging spells that means they take 1/2 damage, their AC is equal to yours, and they have 1/2 your HP which with a d10 is significant. But yes having someone ready an action to attack your totems is frustrating but like regular summons, that is a round they aren't attacking you and the party.

Object 1/2 dmg is a good point... I hadn't thought about that. Also Magic Missile can't target objects (so odd... but probably necessary) so there is some comfort.

But ostensibly speaking... At level 5 a wizard casts a fireball at 5d6 (5-30 dmg assuming no feats modify to grant additional dmg, 17 points of dmg on average) and a TS totem would have an average of 17hp (5+3*4 being half the base hp). So at maximum the totem would take 15 dmg and stay standing BUT that is damage everyone within the fireball is taking as well and the totem will die if another fireball is blasted.

I suppose their is sufficient protection. Maybe some feats OR items that grant protection to totems. An amulet that give totems your saving throws or a belt that confers elemental resistance to totems?

That way at least you have the option of defending your resource.

Grand Lodge

I think totem protection feats make sense.

Probably just these two:

Resistant Totems: Pre-Requisites- Totems Class Feature
Your totems have resistance to Fire, Cold, Acid, Lightning equal to your totem shaman level. Your totems are also immune to their respective element (Your Fire Totem is immune to fire damage)

Persistent Totems: Pre Requisits- Totems Class Feature, Resistant Totems
Your totems have hit points equal to yours. Temporary hit points do not effect your totem's hit points.

Whats in the Box? wrote:
The fatigue thing is nice, and yeah- good vs barbarians, but lots of things are immune to fatigue so it is one of those abilities that is useful at lower levels and then loses vitality as you become more powerful (which is fine. I think it is well balanced, lots of things become less optimal as you become more powerful- Circle of Death comes to mind... useless spell... seriously...)

I was originally thinking of having the Air Shaman's blast Stagger the opponent but was afraid that could be too strong. Perhaps not... what do you think?

Grand Lodge

Any other feats you think the Totem Shaman should have available?

Grand Lodge

I would personally never take the totem protection feats, I think that they are pretty hardy. The only TS that would have soft totems would be the Fire TS because their AC would only be moderate and they would have moderate HP. However I am sure that there are those who want the world's stoutest totems and for them the above feats were created. ;-)

I also made the Google Doc File open for comments so feel free to comment directly on the file.

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